Maxx joined Aug 11, 2005

That guy who everyone hates and doesn't hide it, or they try to, but not very well.
List of (known)people who hate me:
Sacmo & Nivek(Possibly his gf too)
Neo Tokyo's Dev's and Playtesters.
Mother.
Sister.
My Ex's, Ex's BF's.
And for anyone I forgot to mention, sorry, just post a comment or send me a email and I'll add you to the list.

No, at release, it will be worth 30$, maybe, if they add 4-5 maps of the same quality, improve zombie AI to the point it doesn't glitch through the ground to attack you, and make the inventory system not a chore.

BAD gameplay does not EQUAL difficulty. DayZ was hard merely due to the nature of the ArmA Engine. I was hoping this to be changed, but maybe they won't.

Imagine if Contagion, the successor to Zombie Panic, released, re-using most of the mods free content. Would people buy that? I don't believe so. They went the extra mile, upgraded the Engine, new weapons, new maps, new zombies, new gameplay elements - absolutely nothing remains of ZPS in it. ANd they only sell it for 14.99 EA, 19.99$ release - and even for it's current state of Alpha, it has far more content.

You realize this has no SP, and limited replay value? It's like Jedi Academy. I would never have paid 59.99$ for it. I paid 29.99$ for it, and it came with a lengthy SP with multiple paths to add replability, and a fun MP with a half a dozen unique modes.

This comes with 2, and a handful of maps. There's a reason they asked for 14.99$.

No, don't answer. I played the last build. Performance is still iffy, even after all these updates. It's a joke.

Then, to go into game, and for some reason, on a SSD - having to wait 3 minutes for it to Pre-cache. On a HDD, that would be poorly done. On a SSD, that's just downright pathetic.

To have 50 ping, and shoot at an Alien as he bolts at you, head on, not even bothering to dodge, watching the hit indicator, showing that you infact ARE hitting the little Skulk.

For him to then kill you in 1-2 bites, after he has a full SMG clip and half a Pistol clip in him.

Then, the Onos VS Exo debnate. Onos are alot easier to get. PEople can debate the res, but you can get then faster, and easier than you can get Exo's. They have more HP, they can regenerate, and even 2 Exo's VS 1 Onos can often leave both Exo's dead. ONE Exo should be equal to an Onos.

I've had an Onos charge at me; down a long hallway, I had Dual Miniguns and I kept firing, never over heating, and not missing, as the hallway was not large enough for me to, besides the lack of recoil or any such thing.

He gets in my face and I continue to fire and he destroys me and runs away. Heals up to full within 10-15 seconds and is back to rape the base.

An Onos has like 1600HP and 600 Armor, while an Exo has 570 HP. The caveat here, is that the Exo's have range. Yet, the Onos's armor halves the damage done.

You can go on and on about how Fades are weak...which they are not...or Skulks need to be buffed, which would make the game completely unplayable.(I've seen 1 Skulk take down Exo's multiple times, just because you can't aim at your feat / the fist doesn't reach for some reason. And they do it fast. It's not like a Skulk biting you for 45-60 seconds. It's 10 seconds, dead Exo, while Skulk is free, Exo is up there with Onos in cost. 1 Marine can't beat an Onos. Well, they can, but it's a damn sight rarer.

I got this game some months ago, gifted to me, and I launch it once a week to see if there are any players, and so far, for the past few months, there has not been, aside from one passworded game with 4 players.

So yeah...this game is pretty much dead, unless you organize something.

As soon as it went on sale for 19.99$, more copies were sold than all of release than up until that point and it's playerbase is bigger than release right now. You should be looking to sell quantity wise.

As far as I am aware, you are using the UDK and a free license - which means you don't have to pay them a dime, until you make 50,000$ + and even than it's a very small percentage.

Course, your 24.99$ can be forgive and seen as reasonable, but from a business standpoint, I'd say lose the 4.99$, make up for it in quantity of sales. Sell more at a slightly lower price than sell less at a higher price.

The more people who have it, can also spread it around and their friends will see it and they'll buy it. Word of mouth. You want more people to have your game so more people will buy it, very simply.

You also don't mention; is the digital Copy Steam, or not? IF it's not, I imagine alot might be abit annoyed, and if it is, just put it on the page, as that will be an incentive for more to buy it.

If only a company like BioWare, with unlimited monies, hundreds of developers, could create art assets as high quality as you.

Seriously, it's depressing when I see Indie devs not only delivering better gameplay these days, as it's been for years, but now better graphics, and yet still achieve less fame...damn 200 Million Dollar advertising campaigns that make crappy games sell like they are the best ever.

You're both using the same Engine, and yet...? THis looks like CryEngine 2 VS Unreal Tournament 2.

Ah well, it's been years, but as it turns out, it was mainly screenshots of the places they visited to build their map designs on. They claimed that was one of the reason they took so long, as they wanted to visit all the areas they based their maps on. No video like this, but cool in the same way none the less. Can't find the post on their forum just yet though.

We were less than 5 minutes into the round. We just got Shotguns...they had 3 fades already.

Our Shotguns also do LESS damage to them now, HURRAH!

They proceeded to rape us like no tomorrow. Infact I saw 3 fades all warp onto the same spot, where I died, wish I had taken a screenshot, it was perfect.

I unloaded 5 shells directly into a fade...no death. He has to swipe at me twice..with full armor, and his attack is much faster, and doesn't require any aim.

It's really frustrating. I can't even see Heavy Armor changing much. Aliens are far to OP right now.

Add onto the fact that they can infest everything, make it theirs and regenerate health WHILE you're fighting them...which Marines can do if they have a good COM, but the COM also has to build the base, repair stuff, alot to do.

Aliens are simply to easy to be. I can rape as an ALien cause I don't have to aim, and if there is any lag, it works to my advantage.

Gorges spit Cysts everywhere and we need to kill them to get rid of the infestation, but they can spit 4-5 in under a minute...it's annoying.

Not everything is in the game yet...for Marines or Aliens...but the balance is awful right now.

Jetpacks also serve no purpose, except being cool. All the maps are tight and small. Only one room I ever found where they did any good, and no Aliens ever went there anyways...and try aiming while jet-packing!

I was thinking 10$ max, maybe 4.99$ on sales. It doesn't look like it's worth 20$, sorry. I'm interested, and want to play, but that price is just absurd for what you've shown to be a few weeks of work.

20-25$ would be a far more fitting price. N ooffense to the dev Team explained this many times, but 35$ is to high a price point for people to take a risk on. It's almost at the full price of a game with SP & MP from a proven company & series.

Not that this game isn't awesome, and will get better, but you don't really have the clout you once had, when NS2 was the rage on every forum. It's mostly forgotten now. I have friends who were obsessed with it and had thought it died until I showed them this recently.

I get that you're hurting for money, development costs are more than expected, and you're a small Team making your own Engine and all that...

But 35$ is very price. RO2 tried 40$, and it was their second title, and on the U.E 3 Engine, and most people were scared away by that price as well.

Indie developers, no offense, need to realize they need to stick to the 15-25$ range for people to take a risk.

Here is the thing about Overgrowth, realistically, they have one guy working on it, and it's coming along nicely. now NS2 has 4-6 people, and are going at a snails pace as well.

The issue is being almost 3+ years past the supposed release date and the game still not being anywhere near done, buggy, and half the content still isn't in.

They're trying to make AAA+ Engine, the likes of Source, or the Unreal Engine, with a small Team, that most companies usually have at least 30 people making, 12 hours a day, 5 days a week. Obviously they can't put that much time into it. Nor do they have anywhere near the manpower.

I played the original since 2004; so not the start, but awhile regardless., I had high hopes. First we were told 2007, but then they decided to make their own engine, so we were told 2008, then 2009, then "We don't know"

Then in 2010 they turned the Alpha into a Beta, and in their own words mainly because they were running low on money, they literally just renamed it into the beta to attract more customers, to seem like it was further along than it was. They said this in their own news post.

I've always thought they should have finished and sold NS2 on Source Engine. Less costs, done sooner, and huge fanbase right away. Then, with additional fame, popularity, and funds, they could have made their own Engine.

I feel like they skipped a step. Then again; I'm not a game designer, so I may not know what I'm talking about.

I wish I'd hit the lotto for like 50,000,000, I'd give them 500,000$ additional funds.

World War II Online: Battleground Europe is a massively multiplayer online first-person shooter (MMOFPS) computer game. It was released was on June 6, 2001 for Windows, with the Apple Macintosh version being released in 3Q 2002. The game is set in 1940-43 World War II Europe. It is a virtual battlefield, a combined arms war simulation. A player can command or crew a variety of accurately modeled aircraft, armored fighting vehicles, anti-tank guns, anti-aircraft artillery, and three naval vessels, or fight as a foot-soldier with a variety of infantry weapons. The game is played in real time alongside or against other players as German, British and French forces in a persistent world. Command structures and missions provide strategic and tactical layers while ranks provide a RPG layer by demonstrating leadership roles

They learned from the U.S release, in which early beta players collected buttloads of resources and controlled the marker post-release, cause we didn't get a wipe. See, in the beta, you don't have the token system.

In the real one, you will, which means you'll be limited how much you can play. So, crazy arse people do hundreds of runs, which would be actual months with the token system, and gather enough resources to control the market for said items.

If you're going to bash an Onos with a rifle, you're already dead. He could stand there for 2 minutes and let you do it and he might die...but an Onos is death for any Marine not in heavy armor and alone.

Yeah, but I mean, when I install a non-Valve game onto Steam...it gives me the full files, so I can mod it easily to. I'm not sure what you mean about that, though you are a expert modder, so you probably know better.

Can you explain in better terms how and why it appeals to many? It seems my intelligence is not enough to grasp what was said.

Sure, I love Desura, I'm excited to be one of the first members of it, just like I was one of the first on Steam, I always thought DD was the future, so I got on board with them all as soon as they came out.

My problem right now is as pretty much strictly a gamer, not a modder, or developer, I'm having trouble seeing Desura's appeal over Steams. As you said, both work with Devs. Heck, when Killing Floor was getting close to release, TripWire Interactive said Valve let them make use of their employees to help them iron out some remaining major bugs, then helped them release it, ectera, I think that's awesome of Valve to do. TripWire also responded to some criticism, some people think Steam takes to much of a Indie devs profits, but according to TripWire, Steam takes far less than retail publishers wanted, and they made more of a profit than they even expected.

I'm not dissing Desura, I'm sure it's going to become really big one day, but I'm having trouble seeing it's usefulness over Steam right now. I guess for those that for some reason hate Steam...which I've never understood, it might be a nice alternative, though it does things so much like Steam, they'd really be hypocrites.

Bullcrap. It won't be better than Fate / Stay Night. Type-Moon are Gods of the Visual Novel world. Every other studio wishes they could be them. Tsukihime is their greatest masterpiece and it's not a far stretch to say that VN changed my outlook on life somewhat. I've been kind of a VN freak after that, and have read all the ones worth reading that have been translated.

Thanks for the link though, I really cannot stand the original art for Umineko. I know it's not all about graphics lol, but this is supposed to be a dark and serious story...but it's drawn like a 5 year old did it in their spare time. Atmosphere is totally killed off when it's supposed to be a grim story, and then you see this:

And Tansha, it shouldn't be out of the question. You should say "Warning: this will replace game files, so backup your game" ectera. I think it's fine, alot of mods work around hard limits like this.

Your mod could be truly amazing, but you are limiting yourself. People would easily be willing to replace these files and make a secondary folder for the game to play it in all it's glory. The whole point of modding is so that you can do what you normally can't do in a game, create new stuff, ect.

And yes, what you described is basically Korsakovia, which you said in another post, so I already guessed it would be quite alike.

I'm already heavily impressed by you, make no mistake...all the custom stories so far for Amnesia use base content and just rehash the game. I liked Amnesia, I played it, I beat it, I don't want to play it again. I like the physics Engine though, the Engine itself, and the atmosphere it creates, and hence your mod intrigues me greatly. The fact you're limiting yourself because "replacing actual game files" is out of the question is quite sad.

Exactly. I used to do sounds for alot of mods for people, mostly taunts, gunsounds, or so, and when I saw someone use them, that hadn't asked, I smiled, because I liked the thought that someone liked my work enough to use it in their own project. I find that satisfying.

These days people are just worried that your mod might make it big, and their model is in it, and they won't get the proper credit. Modding used to be all about the community.

The fact that modders goal is now to AIM for money is what's doing it, but you cannot really blame them, I mean, I'd do it to, but...it's wrong, but at the same time, ti's right, hard to explain. :P

Mods used to be love-childs, much like your mods are...but then they suddenly stopped when Mods started getting turned retail.

Nothing, I think I bought a VHS when I was younger, but now I torrent everything like a normal person.

It's not being cheap if you want value for your money. You know those people who are deep in dept, can't afford any of the extras in life, and struggle month to month? Those are the types that aren't "so cheap" and just buy whatever without thinking about it.

Just saying when you've got great Indie games going for 10-20$, then you got this, going for 35$...and it doesn't even have a SP. I pay for value. I understand their hurting for money, making their own Engine, funding is really low, if not entirely gone now, and they have to rush it out, but they'd sell more in volume at a lower price point, and get more exposure.

I've had plenty of friends willing to shell out 10-20$ for a Indie game if it looked fun, but when a new 50-60$ game comes out, they research it in detail first.

35$ is not an attractive price point, is all. Maybe it's because I'm in marketing that I think this way, but I do, and I already have a copy of the game, so I'm supporting them, so no need to insult every time you see me. Christ.

Really surprised that Index became as semi-popular as it is; as I watched it every week, as a new episode released from Eclipse, I kept feeling Was just finishing it for the sake that I had started it. Seemed to go next to nowhere, and the fact there was no romantic development except for 1 episode disappointed me greatly.

Well, the sequel to Alien, Aliens was alot of inspiration for this mod, or so they say, but it's become kinda defacto that some human installation will go dark / cut off communication, Aliens of some sort will invade, Marines of questionable quality are sent in, with the majority of the Marines dying first, but eventually mounting effective combat versus the Aliens, then they blow up some reactor, and escape the planet.

Casshern was an awesome movie, even got my 59 year old father to watch it and he thought it was pretty cool.

I play alot of Jedi Academy, have since 2005, one of my favorite games. Like you said, no force powers, no guns, Sabers only, and Staffer saber is for noobs, duals are ok, but real players use Single Saber Strong Style. :P

But in this screenshot here, I can't even see any of the details on the gun. It's completely wasted. They should go for L4D styled Darkness, where it's dark, but you can still see without needing up your brightness 30%.

Zombie Panic suffers from being frustratingly dark sometimes. To the point where I'd not even play on alot of maps.

Totally agree man. I was hoping for some unique maps / mods, but so far everyone has been about the Orb / Amnesia. That's a one-shot type of deal, works one time.

What I really want is "Amnesia: Revenge"

You go through Amnesia now, but with weapons relevant to the age ~ DUN DUN DAA. Yes yes, I get it, it's all about being helpless, that's the horror, but after crapping my pants and beating it once, my only thought was

"Man, I wanna go back and **** those creatures up for Revenge, it'd be SO enjoyable. I was hoping you'd use the Orb as some kind of magic caster and be able to explode the monsters...be so nice.

Well it's just there are alot of games set in the medieval period...but completely lacking in traditional armor or swords, and have to go for really unique and decorated armor with fancy designs...I just like how they've done the basics, adds more of a sense you're a soldier.

To many games these days make your guy look like the final boss of an epic RPG, but with 15x people looking like that and dying no problem, it's just annoying.

Well that's placeholders, or so he says. The first one used alot of stolen content from other places, also. CS:S skins, and HL2 ones repainted, ect. It's not uncommon, and it's only one guy. His is actually fun, compared to say, Curse, which was also made by one guy. The Curse guy focused to much on the graphics and not enough on the Gameplay, and he totally left the story out. (Bad move for a SP mod, even if it comes in future installments.)

Played a lil bit the other day. You guys have to buy it. It's absolutely amazing. It renders large open areas which most people believe Source can't do well...but I suffer no performance issues in this.

As said, the Art Direction really shows how awesome Source can be.

Gameplay is pretty damn fun, I can imagine many more games trying to adapt more gameplay like this, made me think Butchers Bay.

Story so far seems epic on a scale rarely seen in most games these days. Technically, it's not their first game though, they released some for the Atari back in 1988...lol.

Overall, I hope they'll continue and this will inspire other professional Teams to try out Source and not call it "Outdated", and "Overly complicated"

I've been seeing alot of Source based Retail games lately, and I say, it's ABOUT DAMN TIME. It's taken far to long for third party developers to really start chugging out Source games.

You should ALL try this, I didn't have any expectations, but as a rule of the thumb, I try out all Source based games, and like most, it rocks.

Regardless, he stole maps and assets from them. You can get the Official story from them. He stole some maps and gave them to Zombie Panic Source. Tatsur0 can confirm. ZP:S is even giving the maps back. I have no respect for such a guy.

I don't think everyone will move to the NS Engine for mods. Source is here to stay, and for awhile, like HL1 still has tons of mods being released. Lots of other games, like UT2004, Doom 3, Q4, and whatever, have almost no modding community and yet said they would surpass Source, lol.

The original Early Access trailer was much better. I also just dislike Pure...you have 3 classes, that are no where near balanced against each other... "LEt's add a third that has the attacks of all 3!" Yeah....

Agreed, however, a Kickstarter would fair most likely. FOr whatever reason, Underhell is doomed to be unpopular, though utterly amazing. I don't get it.

Cry of Fear sucked in comparison to this, and reached over a million downloads. 100,000 the first week. It was a total let down for anyone who had followed Cry of Fear since it was announced, as the game we were shown was nothing like what we got. And yet it's hype allowed it to go Standalone.

And here we got a game, far more unique, more features, more content, great story and gameplay, and co-op coming in the future as well.

To add to this, MXthe told me on Steam that enemies do not infinitely respawn.

However, the 80+ dead enemies I encountered in the Warehouse says otherwise.

The 60+ dead in the Maintainence area, agree.

And after the Safe House, I got a Horde of 40 again. Just to many.

For extra Lulz, Mxthe also told me he had 10x as many enemies when it was just him making the game. However, tests said they felt it was to much. He says he liked his 10x enemies better than how we have it now. :P